Eltacolibre
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Essentially thinking of running a primeval Thule campaign, the setting is somewhat a reminder of Pulp fantasy like Conan, Mars, Tarzan, freebooters, sinister villains and clashing swords.
Most likely what we are looking at rule wise:
-Level 1
-Races available: Human, Dwarf, Elf, Half-elf, Halfling, Atlantean (new race, feel free to ask for details if interested)
-classes not available in the setting: Paladin, Monk (but brawlers are fine), Barbarians use the unchained version, Summoner uses the unchained version as well.
-20 pt buy
-Hero Point
-Background skills
-2 traits or a character narrative
-new favored enemies option: Humanoid (Beastmen).
-Restriction: Full Plate and half-plate are not available and some other weapons, everybody uses bronze weapons/armor, so no special bonuses or penalties.
A character narrative is essentially a special story and more powerful trait that grows with you, giving you benefits at level 1, 6, and 10th, giving you class features or unique abilities, like animal companion, summoning an army, magic items, gold etc..., each has 3 specialization, well would take to long to list everything but if you are interested into one in particular, can talk about it:
-Atlantean Noble
-Bearer of the Black Book
-Beastfriend
-Dhari Hunter
-Freeblade
-Golden Sea Corsair
-Guardian of the Nine
-Ice Reaver
-Initiate of Mysteries
-Jungle Trader
-Katagian Pit Fighter
-Myrmidon
-Occult Scientist
-Panjandrum
-Quodethi Thief
-Sacred Slayer
-Soothsayer
-Star Lore Adept
-Tribal Outcast
Religion the Nine Powers:
Asura NG weapon: Spear Domains: Fire, Glory, Good, Liberation
Herum CE weapon: Greatclub Domains: Animal, Destruction, Strength
Ishtar CN weapon: Light mace Domains: Charm, Community, Knowledge, Trickery.
Mithra LG weapon: Heavy mace Domains: Law, Nobility, Protection, Sun
Nergal NE weapon: Longsword Domains: Death, Earth, Evil, War
Set LE weapon: Short Sword Domains: Darkness, Evil, Knowledge, scalykind
Tarhun CG weapon: Battle Axe Domains: Air, Strength, War, Weather.
Tiamat CE weapon: Morningstar Domains: Chaos, Destruction, Water, Weather.
Many people/cults worship the Great Old Ones too and are often enemies of the Nine Powers.
-
We will start with the 3 premade adventures which come with the book to get a good feeling of the setting before going on our own adventures.
We will start in Quodeth,a port city, a metropolis trading hub, beside that, imagine your characters in savage lands, fighting barbarians and terrible aberrations and creatures, who are inimical to life on Thule.
Feel free to ask questions, will do my best to answer in a timely manner.
Eltacolibre
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well I can add more information it's just a lot of stuffs...one min let me give you a few samples (without most of the fluff and specialization) , it's just a gigantic amount of text:
related to narrative:
Income: (Character Level+ Int)x100 gp for high income benefit, half for moderate, every month. When it mentions you gain an income.
Followers: various rules for guards, army, raid etc...
BEARER OF THE BLACK BOOK
You possess an artifact that provides divinatory
wisdom to you from time to time, though you wonder
what its ultimate purpose is. Some would kill to get
their hands on the Black Book, but you know you are
fated to carry it through your Thulean journeys.
Skill Bonuses (1st level): You gain a +2 bonus to skill
checks in Knowledge (arcana), Knowledge (history),
Knowledge (planes), and Knowledge (religion), all of
which are categories often discussed within the book.
Remembrance (1st level): You can use a hero point
and a full-round action consulting the Black Book to
regain the use of a spell you cast in the previous round.
The spell must be at least one level lower than the high-
est-level spell you can cast. Hero points you spend to perform remembrance are not permanently expended, and are regained at the end of the day.
Ritual Insight (6th level): The Black Book can act
as a focus and material component for any divination
spell. The book is not consumed when used as a material
component in this way.
Secret Lore (10th level): Up to once per day, you can
cast legend lore for free (no component or focus cost) by
simply consulting the book.
SACRED SLAYER
You are an agent trained by one of the secretive priest-
hoods of Thule. You might serve as an inquisitor or
monitor who guards the faith, you might be a hunter
of heretics and monsters, or you might be a zealous
assassin who kills to further the priesthood’s secular
power and goals.
Skill Bonuses (1st level): You gain a +2 bonus on
Stealth and Knowledge (Religion) skill checks.
Slayer’s Strike (1st level): When you spend a hero
point to gain a bonus before an attack roll, you can
make a slayer’s strike instead. You gain a +2 luck bonus
to the attack roll, and your attack deals 2d6 extra
damage if you hit. In addition, if the target is a special
enemy of your god (see the sidebar), the target must suc-
ceed on a Fortitude save (DC 10 + ½ your level + your
Wis modifier) or die.
Hero points you spend to perform a slayer’s strike are
not permanently expended, and are regained at the end
of the day.
Sacred Relic (6th level): In recognition for your
service to the temple, you are granted custody of a holy
relic that can aid you in your duties. Choose one of the
following: +2 weapon, +3 armor, +3 bracers of armor, +3
cloak of resistance, ring of mind shielding, ring of protection
+2, or an item of the GM’s discretion of similar power.
While magic items are rare in Thule, temples often
hoard mysterious treasures acquired down through the
centuries. The sacred relic is not yours to dispose of, and
if you no longer need it, you are expected to return it to
your temple.
Planar Ally (10th level): Once during each char-
acter level at 10th level and above, you can call upon a
lesser planar ally (level 10), planar ally (level 11 to 14),
or greater planar ally (level 15 to 20) even if you are not
normally able to cast the appropriate spell. You need
not provide the ally with any payment, since it serves
out of loyalty to your temple. Calling upon your planar
ally only requires one full-round action instead of the
normal 10-minute casting time (you can assume that
priests of your temple cast the spell on your behalf be-
tween your adventures, and made arrangements for the
ally to answer when you called).
drayen
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Here are the heroic narrative descriptions. If you don't want us knowing these, please let me know and I will delete it.
This is what I wanted to know:
Atlantean Noble: Throughout Thule’s teeming cities, the oldest and most honored noble houses claim descent from the royalty of vanished Atlantis. Even though the island empire was destroyed more than three hundred years ago, its learning and culture still shape Thulean society today. In fact, nobles without a drop of Atlantean blood often lay claim to this ancient lineage, simply to bask in the respect it brings. Many Atlantean nobles lead lives of pampered luxury, which would seem to be poor preparation for a life of adventure. But long ago, the people of Atlantis were bold and confident explorers. Those in whom the old blood runs true are often driven to seek out new places and new adventures.
Bearer of the Black Book: Arcane magic is not a simple matter of study and practice in Thule. Humans are born with no supernatural powers, of course, and there is no tradition of arcane scholarship among the human cultures of the continent. To master supernatural powers, a human mage or warlock must turn to non-human traditions, which involves seeking out a suitable tutor or deciphering the occult writings of some earlier race...such as the writings found in the Black Book.
The Black Book is a forbidden grimoire of terrible age, passed down through the years from one adept to another. Some say the Book is alive and aware, a demonic entity with a sinister purpose. Others say that the Book exists in many times and places at the same time. Whatever the truth, the mage who possesses it is well on his or her way to becoming one of the most powerful wizards of Thule.
Beastfriend: Thule’s ferocious animals are an everyday threat to a hunter of the tundra or jungle—but for a few warriors with powerful intuition and keen understanding of the natural world, Thule’s beasts are allies, not foes. Beastfriends possess an uncanny ability to communicate with beasts both mighty and small, and frequently befriend the most fearsome predators. A warrior jogging along with a dire wolf or a saber-tooth cat at his side is almost certainly a beastfriend. Beastfriends are extremely self-reliant, but they rarely feel comfortable among other people and do not stay in one place for long.
Dhari Hunter: Natives of Thule’s deepest and most dangerous jungle, the Dhari people are renowned as warriors, guides, trackers, and hunters. Most Dhari hunters are suspicious of civilized folk and have no interest in a softer life, but others are drawn to see the great cities of the coastlands by curiosity or simple wanderlust. Fighting skills and uncanny stealth honed by lethal tribal warfare provide the typical wandering hunter with all he or she needs to earn a living in the city-states.
The Dhari are only one of Thule’s many barbarian tribes, Mighty King, but they are strong, numerous, and respected throughout the continent. They are known to be tough and trustworthy—and fierce enemies when crossed.
Free Blade: Freebooter, mercenary, sellsword—Thule is home to many a bold adventurer looking to earn his fortune with the edge of a sword. The free blade often takes service as an ordinary mercenary if nothing else presents itself, but an adventurer of this stripe is not just a sword for hire. Instead, the true goal of the free blade is to find fame, fortune, or a place in the world, to strike it rich or win a title through some bold masterstroke. Until that opportunity presents itself, the free blade moves from place to place and keeps her nose to the wind.
Golden Sea Corsair: Piracy is all too common in the dangerous waters of Thule. The corsairs of the Kalayan Sea—the great central lake of Thule—are a violent and quarrelsome brotherhood who recognize no law save their own bloody code. It’s not unusual for corsairs to serve as seagoing mercenaries, taking the gold of one city-state to plunder the trade of another. Unfortunately, corsairs are notoriously fickle and untrustworthy, and are quick to change their colors. Individual pirates are free to follow any captain they choose or jump ship when a better opportunity comes along, so a single corsair may over the course of a few months serve as a crewman on half a dozen different galleys; in some ways, the Golden Sea corsairs are a single great horde of marauders who happen to be split up between a score of ships.
Guardian of the Nine: Most people in Thule, both city-dwellers and wilderness tribes, are thankfully ignorant of the alien races and cosmic evils that lurk in the world’s hidden places. The society known as the Guardians of the Nine, however, is not. These priests and scholars constantly shore up the world’s age-old defenses against forces from beyond the Earth, fighting a secret and never-ending war against unthinkable calamity.
Ice Reaver: The fiercest and most warlike barbarians of Thule’s wilderness are those who make their homes in the shadow of the encroaching glaciers. Driven from their once-green homelands by the relentless advance of the ice, these hardy warriors frequently turn to a life of raiding and plunder, pillaging the peoples who live in less harsh climes. The sight of their dragon-prowed longships sweeping down on the coastlands is enough to panic all but the strongest and best fortified cities. While the northern reavers are feared and hated with good cause, not every barbarian from the icy realms comes to pillage. Individual ice barbarians often seek work as mercenaries or guards in the rich southern cities and are highly valued for their strength and ferocity.
Initiate of Mysteries: The priesthoods of Thule’s cities represent a wealthy and powerful social class that jealously guards its prerogatives and secrets—especially the secrets of priestly magic. Those individuals who are initiated into the inner circles of a temple hierarchy gain access to powers that few others understand, but in return they are expected to use their status and their command of magic to advance the interests of the priesthood...and, if possible, the deity they profess to serve.
Jungle Trader: Suspicions run deep between the people of the cities and the tribes of the jungle, but a few intrepid merchants set out to make their fortunes by trading for the ivory, hides, gemstones, and other treasures the jungle offers. Part explorer, part diplomat, and part thief, jungle traders have a reputation as sly, double-dealing cheats and scoundrels, but this notoriety is somewhat undeserved. To survive and thrive in their chosen trade, they must carefully cultivate relationships with dozens of potentially hostile tribes. As a consequence, jungle traders are rumormongers of the first degree, and seem to be the first to hear about anything new in the wilds of Thule.
Katagian Pit Fighter: Most cities in Thule host arenas of one kind or another, but none are so pitiless or bloody as the fighting pits of Katagia. Some pit fighters are free men and women who battle for the rich purses offered by the arena owners, but many more are slaves or convicts doomed to die for the entertainment of the masses. Pit fighters who survive their time in the arena are usually highly sought after as bodyguards and enforcers by various underworld figures—there are few people more intimidating than someone who has killed frequently and publicly for sport.
Myrmidon: Loyal soldiers sworn to fight for city or master, myrmidons are the most disciplined and welltrained warriors to be found in Thule. Every city-state (and most noble houses) retains elite formations of myrmidons for defense against the threats of a savage world. Most myrmidons are naturally expected to stay close to their barracks and serve alongside their fellows, but some are trusted with more freedom of action or retained to act as agents or assassins at large for their masters.
Occult Scientist: Thule is a land mired in ignorance and superstition. Most people see magic in the workings of anything they don’t understand, which includes both supernatural and scientific phenomena. The occult scientist brings a reasoned and deliberate approach to the study of all sorts of matter and energy, seeking understanding of the deepest secrets of the universe. The occult scientist often enjoys a somewhat better reputation than most arcane spellcasters in Thule, since he seeks out knowledge for its own sake. In fact, the occult scientist may even attract the support of wealthy patrons interested in his research.
Panjandrum: Most cities are governed by a despot of some kind or another, and any effective despot builds a loyal base of civil servants to enforce his or her rule. A panjandrum might be a military commander, a magistrate, a vizier, or some other important bureaucrat who wields power in the name of the sovereign. Low-ranking panjandrums are often used as spies, investigators, and diplomats, traveling widely and looking after their city’s interests, while high-ranking panjandrums are usually among the most powerful and wealthy figures in the city.
Quodethi Thief: Thieves’ guilds are a fact of life in any major city, but the city of Quodeth is home to guilds numbering hundreds of thieves. These huge organizations are stronger than all but the richest and most powerful noble houses of other cities, and Quodethi guildmasters think nothing of giving orders that will be obeyed by men and women a thousand miles away. To belong to a guild of Quodeth is to belong to an army of vicious, conniving cutthroats, an army in which one can climb through the ranks by one’s wits, daring, and record of success. While guildmembers constantly scheme for influence and position, they are quick to close ranks when some external foe insults the guild or damages its operations.
Sacred Slayer: Temples are rich and politically influential, which means that most priesthoods acquire many powerful enemies. Sacred slayers are the guardians and avengers of Thule’s temple hierarchies. Serving as bodyguards, agents, and assassins of the priesthoods, sacred slayers are expected to be fanatically loyal and obey the orders of their priestly masters or die in the attempt. The most capable sacred slayers are given dispensation to work as free agents, spying on behalf of the temple and acting in its interests wherever they find themselves.
Soothsayer: Thuleans see hidden meaning in many things—the movements of the stars, dreams, prophecies, and scores of everyday omens and signs. Soothsayers serve barbarian chiefs or civilized nobles as advisers, interpreting the will of the gods and offering guidance in supernatural matters. Many soothsayers are capable practitioners of magic, but not all; some are simply wise, insightful advisers valued for their counsel alone.
Star-Lore Adept: Wizards of any sort are rare in Thule; each city is home to only a handful of true mages, and these individuals are regarded with awe and fear by the people around them. Wizards who dabble in the lore of the Great Old Ones and the antediluvian races of the primordial earth are rarer still. There is no doubt that the star-lore adept’s path to power can be shockingly swift, but the risks they accept would make lesser mages blanch in horror. Few dare to meddle in the business of a wizard who masters such dark and dangerous lore.
Tribal Outcast: Many barbarians leave their native tribes to seek their fortunes in the rich city-states. Naturally, warriors who are held in high honor by their people or who are content with tribal life are not likely to seek their fortunes elsewhere, so a large proportion of the barbarians who find their way to the cities are outcasts of one sort of another. Unable or unwilling to fit in with the tribes of their birth, they are wanderers and exiles in search of a new place in the world.
Eltacolibre
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Sure:
ATLANTEAN RACIAL TRAITS
+2 Strength, +2 Intelligence, –2 Wisdom: Atlanteans
are naturally inclined toward an unusual combination
of athleticism and scholarship. They generally have
too much self-confidence for their own good, and
rarely pause to reflect on how their actions might be
perceived by others.
Medium: Atlanteans are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Atlanteans have a base speed of 30 feet.
Broad Education: All skills are considered class skills for
Atlantean characters (so Atlantean characters gain the
class skill bonus for any skill to which they assign at
least 1 skill rank). In addition, Atlanteans begin play
with one additional bonus language. Atlanteans are
raised with a love of learning and are encouraged to
study any subject that catches their interest.
Headstrong: Atlanteans gain a +2 racial saving throw
bonus against fear and compulsion effects. Atlanteans
are willful and are used to having their way; when con-
fronted with spells or effects that threaten to master
the will with a direct attack, they are difficult to break.
Wealthy: Atlantean characters begin play with an
additional 375 gp in starting wealth, and may use this
additional wealth to buy masterwork armor, master-
work weapons, potions or scrolls of 1st-level spells,
or a wand with a 1st-level spell (CL 1, 25 charges).
Atlanteans come from wealthy families with a number
of heirlooms, including minor magical items that are
otherwise scarce in Thule.
Languages: Atlanteans begin play speaking Low Atlan-
tean (the common tongue), High Atlantean, and one
bonus language in addition to any bonus languages
gained from a high Intelligence score. For their bonus
languages, Atlantean characters can choose any
common or uncommon languages they want, but not
rare or secret languages (see Languages in Chapter 1).
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Occult scientist customization options(just examples, but hopefully should inspire you):
Key identity: Wizards, Sorcerers, Bards, Clerics (Necromancy focused), Arcanist.
Ethereal Energy: You understand how others view
the Ethereal Plane, but you think it could be so
much more. The Ethereal Plane—and by extension
the many worlds beyond Thule—can be an energy
source, a medium of communication, and perhaps
even a living entity. You want to understand every-
thing otherworldly, building ether-powered vessels
that sail between the worlds, obelisks that transmit
Heroes of Thule
65
eldritch energy from plane to plane, and other won-
ders undreamed of in this primitive age.
The Animator: You want to imbue everything around
you with some semblance of life, or at least motility.
A world where someone else has to open a door,
swing a sword, or build a wall is a world you live
in only reluctantly. You want swords that swing
themselves, doors that open of their own volition,
and an army of alloyed neo-golems to build the walls
for you. There are many ways to build the machines
that future Thule will need, of course—and you’ll
probably be scouring the continent for rare materi-
als, esoteric components, and strange power sources.
Unified Theory of Necromancy: Necromancers in
Thule are a copper a dozen, but you wonder whether
they’re just coasting on eons-old techniques. Many
of the restrictions of necromancy seem arbitrary to
you and ripe for challenge. Must one die to become
undead? Can one become both living and dead
simultaneously? What is the connection between
necromancy and evil, and can that connection be
severed? Moreso even than with most occult scientists,
the villagers are going to hate and fear you. Make sure
you keep an eye out for torches and pitchforks.
Eltacolibre
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Archetypes are allowed, no problem with that let see:
@Black dow:
ICE REAVER
You are a raider from one of the barbarian tribes of the
frozen north. As soon as you were old enough to fight,
you joined the warriors of your people when they rode
or sailed against the soft city-dwellers of the southlands.
You may have turned aside from the reaver’s path for a
time to adventure in far lands, but your people hav-
en’t—whenever you decide to return home, there will be
a place waiting for you among the reaver bands.
Skill Bonuses (1st level): You gain a +2 bonus to
Intimidate checks and a +2 bonus to Climb, Ride, or Pro-
fession (Sailor) checks (choose the skill most appropriate to
your tribe). Ice reavers are renowned for their violent ways,
and you are familiar with the hard terrain of your home.
Reaver’s Charge (1st level): You can spend a hero
point to perform a reaver’s charge before initiative is
rolled in an encounter, as long as you are not surprised.
You can also spend a hero point to perform a reaver’s
charge any time you reduce an enemy to 0 hit points
(or less) with a melee attack. This is like spending a hero
point to take an extra standard action, except you must
use the action to charge. If your charge attack hits, you
deal 2d6 extra damage.
Hero points you spend to perform a reaver’s charge
are not permanently expended, and are regained at the
end of the day.
Renowned Raider (6th level): You gain a +4 bonus
on skill checks to interact with mercenaries, raiders, or
pirates—your name is known throughout the fighting
peoples of Thule, and your reputation precedes you.
Reaver Chief (10th level): You can call for raiders
from your homeland to go marauding with you (in-
cluding a ship if they are a seafaring people). Once per
three years, you can raise a horde for a major attack. See
Followers, under narrative benefits.
ice reaver customization options:(again just examples)
Bearslayer: You are a dwarf of a dispossessed clan.
Your people were driven out of their native citadel
years ago. With the loss of their home, they aban-
doned their rightful clan name and took up a name
of exile, calling themselves simply Bearslayers after
the beasts whose home they now shared. Some-
day you intend to be strong enough and respected
enough to lead your people back to their stolen
citadel and reclaim it.
Khatranir Warrior: You are among the last of a van-
ished tribe. Once your people called the heights of
Kha, the Ice Mountain, home. They raided far and
wide, blooding their t’uchuk ice-axes in lands hun-
dreds of miles distant. None were stronger, hardier,
or more widely feared than the Khatranir. But while
you were away on a long journey to the warm lands,
something terrible happened. When you returned
your people were dead, entombed in the snows of
Kha by some dire frost curse. You do not know who
cursed the Khatranir or why, but someday you will
avenge your people.
Rider of Hurgan: You are a warrior of the Hurgan
tribe, known throughout Thule as riders of the
foul-tempered giant elk. Your people are close kin
to the Quodethi, and of all the ice peoples, the most
likely to engage in peaceful trade with the peoples of
the south. For you, raiding is not a matter of survival
or pure bloodthirst—it is a matter of pride, a way to
avenge insults and defend your tribe’s own hunting
grounds. Change is coming to the Hurgan people:
Your tribe must abandon their ancestral lands and
carve out a new home from the lands of the south.
Are you the great chief the wise men see rising in the
smokes of the future?
Ullathi Sea Reaver: The sea is the mother to your
people. The Ullath live on the shores of the icy seas,
sealing and fishing throughout the winter months—
but when the spring comes and the ice breaks up,
they take to their longships and spend the warm
months boldly harrying the coastlands of Thule.
While raiding is a way of life for the Ullath, your
people are also explorers and sea-traders, and have a
driving wanderlust to see new places and find new
things. There are many ways to become a hero to be
sung of down through the years, and you are deter-
mined to find your fame someday.
@Wondering_Monster
You are a seer and fortune-teller whose ability to
predict future events is uncanny. Astrology, dream
interpretation, casting runes, and other such arts are
all held in high regard in superstitious Thule, and your
talent attracts the attention of many people.
Skill Bonuses (1st level): You gain a +2 bonus on
Knowledge (arcana), Knowledge (religion), and Sense
Motive skill checks. The best soothsayers understand
that many who seek out their services already know
the answers to the questions they ask, and need only a
little encouragement to see the truth for themselves.
Foretelling (1st level): Once per day, you can
perform a foretelling for one ally within 30 feet.
This requires one minute, and you cannot foretell for
yourself. Roll d20 three times and record the results
in order. You can spend a hero point at any time to
substitute the first d20 roll for a d20 roll made by the
target ally, or made by an enemy attacking the target
ally. The target ally need not be in sight, and you do
not need to be able to take an action or even be aware
of the ally’s situation—you performed your foretelling
earlier, and now it is unfolding. If you have a second
hero point available, you can substitute the second
d20 roll after you use the first, and if you have a third
hero point available, you can use the third roll after
you use the first and second.
Hero points you spend to perform a foretelling are
not permanently expended, and are regained at the end
of the day.
Hear Sooth (6th level): You gain a +2 bonus to
interact with merchants, nobles, and other people of
wealth. In addition, your reputation as a soothsayer
leads powerful individuals to seek out your assistance.
You gain a moderate income from wealthy patrons
who request your counsel (see Income, under narrative
benefits).
Prophecy Revealed (10th level): Once during
each character level at 10th level and above, you
gain a special insight into an important situation or
challenge you face by recognizing the signs of old
prophecies coming true or discerning the meaning of
a powerful omen. This is equivalent to the Inspiration
function of spending a hero point, except it does not
actually require you to spend a hero point. If the GM
determines that there is no additional information or
special insight available, you do not expend this use of
the ability.
You are an arcane master who has learned from the
strangest and most inhuman sources imaginable: the
Great Old Ones, their servants, or their writings. These
are not healthy matters for mortals to dwell on, but the
secrets of great power are now yours.
Skill Bonuses (1st level): You gain a +2 bonus
on Knowledge (arcana) and Use Magic Device skill
checks. In addition, you gain a bonus language
chosen from the following list: Benthic, Draconic, or
Mi-Go. Adepts who study the lore of alien races often
need to learn how to use items or interpret lore not
meant for humans.
Potent Lore (1st level): You can spend a hero point
as a free action on your turn to increase the caster level
of the next arcane spell you cast by +4. This affects
all level-based variables of the spell you are casting,
including caster level checks such as spell penetration
checks or dispel checks. By calling upon the arcane
secrets of alien races, star-lore adepts can create unex-
pectedly powerful magical effects.
Hero points you spend to call upon potent lore when
casting a spell are not permanently expended, and are
regained at the end of the day.
Mystic Signs (6th level): Through mystic gestures
and motions, you can identify yourself as an initiate in
unearthly lore to creatures that are otherwise hostile to
humans and their ilk. You begin any interaction with
intelligent extraterrene or extraplanar creatures with an
attitude one step better than would otherwise be the
case (Hostile becomes Unfriendly, Unfriendly becomes
Indifferent, and so on).
The Stars Are Right (10th level): Once during each
character level at 10th level and above, you can call
upon powerful alien entities to perform services for
you. This functions as the extraterrene calling spell (see
Chapter 7), except that you can use the spell even if
you are not normally able to cast it. You can use lesser
extraterrene calling (level 10), extraterrene calling (level
11 to 14), or greater extraterrene calling (level 15 to 20).
You need not provide the ally with any payment, since
it has little interest in terrestrial possessions.
You are an exile, banished from your tribe for reasons
you may or may not know. Now you wander Thule to
make a name for yourself—your name, because you
cannot use their name anymore.
Skill Bonuses (1st level): Wandering the wil-
derness has honed your outdoor skills. You gain a
+2 bonus to Knowledge (nature) and Survival skill
checks.
Isolated Action (1st level): You can spend a hero
point as a free action when you make an attack roll
against a target, and if no creatures other than you
are adjacent to that target, you can roll the first attack
roll twice and use the higher of the two results.
Hero points you spend to perform an isolated action
are not permanently expended, and are regained at the
end of the day.
A New Identity (6th level): You pick up the practic-
es of a new life, and while you’ll always have your heri-
tage, you have new experiences that mold you. You gain
the 1st-level Skill Bonuses from a second narrative. You
can only apply the bonus from one narrative at a time.
Triumphant Return (10th level): Your former tribe
is ready for reconciliation. Whether you accept the offer
is up to you, but as a token of sincerity, you have been
given a tribal heirloom. Work with your GM to choose
an appropriate magic item of (up to 25,000 gp in value),
which is yours until you return it to your tribe.
Eltacolibre
|
@Webb:Sure.
You are the product of relentless, occasionally lethal,
combat training in the gladiator pits of Katagia (or sim-
ilar arenas in other city-states). There isn’t a dirty trick
you haven’t seen, and win or lose, you have a knack for
living to fight another day before the cheering crowds.
Skill Bonuses (1st level): You gain a +2 bonus to
Bluff checks and a +2 bonus to your Combat Maneuver
Defense.
Resuscitating Action (1st level): You can’t be kept
down for long. You can spend a hero point to heal hit
points equal to your level when you start your turn at
or below 0 hit points. After you’ve used this ability, you
can’t use it again until you’ve had 10 minutes of rest.
Hero points you spend to perform a resuscitating
action are not permanently expended, and are regained
at the end of the day.
Pugilist’s Knack (6th level): You gain a +2 bonus to
your Combat Maneuver Bonus.
Expert Trainer (10th level): You’ve started to attract
thugs and would-be gladiators who want to fight like
you do. You gain followers equivalent to guards (see
Followers, under Narrative Benefits). Choose a “home
pit” where you can find these thugs whenever you need
them. Your trainees handle their own upkeep, and they
hang on your every word, doing whatever you say unless
it’s obviously suicidal.
BEASTFRIEND
You don’t tame beasts so much as empathize with them
so they gladly do your bidding. Animals provide you
more comfort and companionship than people in most
circumstances. You find the simple perspective of beasts
preferable to the impulsive or distrustful actions of most
so-called civilized people.
Skill Bonuses (1st level): You gain a +2 bonus to
Handle Animal, Knowledge (nature), and Survival skill
checks, representing your empathy with animals and
your understanding of how and where they live.
Animal Rapport (1st level): You befriend animals
small and large during your travels. You can spend a
hero point on your turn for one of two effects: you can
use a standard action to befriend an animal (functions
as charm animal, but the save DC is equal to 13 +
your Charisma modifier); alternatively, you can use a
hero point in a natural setting to call to the animals
in your vicinity. When you do so, animals hoot and
holler, small animals scurry around nearby, birds and
insects fly in the faces of your enemies, or undertake
other sorts of activity you can effectively narrate in your
current circumstance. Enemies within 30 feet of you
become shaken unless they succeed on a Will Save (DC
10 + ½ your level). This use of the ability doesn’t work if
there are no animals or vermin nearby.
Hero points you spend to perform animal rapport are
not permanently expended, and are regained at the end
of the day.
Natural Understanding (6th level): Your beastfriend
skill bonus increases to +4.
Lord of the Wild (10th level): You gain a loyal ser-
vant in the form of a wolf, great elk, raptor, or similar
animal. This functions like the druid animal compan-
ion ability (see the “Animal Companions” section in
Chapter 3 of the Pathfinder Roleplaying Game Core
Rulebook), except that your effective druid level is
equal to your level – 4. If you already have an animal
companion ability, instead increase your effective druid
level by 2 for purposes of your companion’s statistics. If
the beast dies, or you release if from its bond, you can
recruit a new beast by calling for the beast while spend-
ing 24 uninterrupted hours in the new companion’s
home environment.
| Black Dow |
Awesome thanks.
Will likely go Unchained Barbarian to give that a run.
Not sure on if I'll go archetype or nei... as the character narrative gives plenty of options. Leaning toward an Ullathi Sea Reaver seeking his name in the Sagas or a Khatranir Warrior wielding dual ice axes - although all of the options are giving me ideas!
| DominoMasque |
A first draft of a character, not sure on all the specifics:
CG Human Female Slayer 1
STR 14
DEX 16
CON 13
INT 10
WIS 14
CHA 12
Base
HP: 11
AC: 17 (14touch; 13Flat Footed)
FORT: +3; REF: +5; Will: +2
Attacks: +3 Melee; +4 Ranged
Throwing Axe: +3 (+1/+1) Melee or +4 (+2/+2) Ranged; 1d6(+2) dmg; x2 crit, 10ft throw, S
Handaxe: +3 (+1/+1) Melee; 1d6(+2) dmg; x3 crit; S
Warhammer: +3 Melee; 1d8+2 dmg; x3crit B
Skills (-1ACP)
Acrobatics: +7 (1rank +3class +3Dex)
Heal: +6 (1rank +3class +2Wis)
Intimidate: +5 (1rank +3class +1Cha)
Knowledge: Nature +2 (untrained)
Perception: +6 (1rank +3class +2Wis)
Ride: +7 (1rank +3class +3Dex)
Stealth: +7 (1rank +3class +3Dex)
Survival: +6 (1rank +3class +2Wis)
Abilities
Narrative: Tribal Outcast
Proficiencies: Simple & Martial Weapons, Light Armour, Medium Armour & Shields (excl. Tower Shields)
Feat:Two-Weapon Fighting: Attack with off-hand weapon at -4/-4 or -2/-2 if off-hand is light.
Feat:Two-Weapon Defence: +1 AC while fighting with 2 weapons.
Studied Target (Ex): Study as move action, then +1 Bluff, Knowledge, Perception, Sense Motive, Survival, Weapon Attack adn Damage rolls. When using sneak attack can study as immediate action (gaining bonus to damage).
Track: + 1/2 Slayer level (min 1) to Survival checks to follow tracks
Gear 67/175
Studded Leather Armour (25gp)
Throwing Axe (x3) (24gp)
Handaxe (6gp)
Warhammer (12gp)
Kit, Rangers (9gp): backpack, bedroll, belt-pouch, flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5), waterskin
Background
Unalaqunaria killed her father, it was no big conspiracy or evil intent, it wasn't even to protect another, she shot him in a hunting accident. A quick shot, straight through the eye and his life was over.
Una terrified as to her tribe's reaction didn't wait to find out, discarding her bow she fled. Heading to find life in the cities of the civilised man.
Despite her skills, she's refused to pick up a bow or any weapon that operates at a range greater than a few yards, since the accident.
Appearance
Unalaqunaria is a tall muscular woman, standing a little over 6' tall and lacking the soft curves of more civilised womenfolk. Her skin is a deep tan colour and her hair is kept short and simple, hanging down somewhere between level with her mouth and neck.
Eltacolibre
|
alright, there are different kinds of humans if you are curious, not super important but worth noting, it doesn't change the stats but should help a bit with your draft:
Dhari
forest, jungles, Hills. Most of them are barbarians or savages.
Dhari tend toward medium height, with brown or black hair and eyes of brown or blue; men often grow beards and wear their hair shoulder-length. Dhari are naturally light in skin tone. There are some civilized Dhari of course.
Kalay
Most populous humans on Thule, civilized and barbaric. Most of the Kalays are civilized and put great importance in their appearance.
Kalays are of short to medium height, and are often lightly built. They have dark hair, dark eyes with a distinct epicanthic fold, and a bronze or golden skin color. Men sometimes grow small beards, but a good number of Kalay men have little facial hair at all. Barbaric Kalays usually dress in furs and leathers, but civilized Kalays favor short, colorful tunics, belted at the waist, with bare arms and legs and a cloak or cape for warmth.
Lomari
Mostly live in Lomar, came to Thule a few generations ago, no barbaric tribes but have many outposts and some of them are taking the ways of their barbaric neighbors.
Lomari are generally tall and long-legged, although not quite so tall or heavily built as Atlanteans or Nimothans. They have dark complexions ranging from a warm brown to a jet black, with African features, dark eyes, and black hair. Men generally dress in cotton kilts, often dyed in bright colors, while women favor long, sleeveless dresses. Both typically add long, loose robes when faring into cooler regions. Most Lomari men consider themselves warriors and wear arms and armor everywhere outside their homes.
They tend to be very polite and are a martial race. If someone offend their martial ability, they tend to challenge them to a deadly duel.
Nimothan
Fierce warriors of the Frozen lands to the North. They are barbarians at heart, bold, boastful and given to extravagant gestures.
Nimothans are tall and strongly built; the average man is more than 6 feet in height, and it’s not unusual for Nimothan women to reach 6 feet as well. They are very fair-skinned, although those who travel
extensively in southerly lands can eventually acquire a light tan. Their hair is light brown, blond, or red, and their eyes are usually blue or gray. Nimothan men take pride in growing the largest beard or mustache they can, and both men and women usually
braid their hair.
Guess quick notes on the other races:
Dwarves:
Neutral stance on everything unless they are paid extremely well to participate in conflicts. They are ruled by council of important trades (Smiths) and the likes. They are incredible smith and often make some of the finest weapons. Great dwarf smith can rent weapons to great warriors but expect them to be returned, even going as far as hiring assassins if the items are misused, each dwarven weapon have the mark of the dwarf smith. Honor is paramount for them and having a dwarf friend, is a friend for life and generous.
Elves:
Used to have great civilization and cities, traveled most of thule to discover the secret of Serpentmen magic and given to the other younger races, fought against monsters and the likes. Lost their ancient great cities, after a conflict with the rakshasha. Elves adventurers either become protector to weakned elves enclave or go on their own adventures to learn new things.
Halfling:
Live in tribes, some people think that the tales of child sized tribes are mere fables. Most think that they are shy and suspicious of strangers. Which isn't quite true, they are friendly and hospitable, when they have determined that you aren't an enemy. They know little of gods and arcane, instead relying on nature spirits. Halflings adventurers are taken with wanderlust and overlook the ignorance and bad manners of humans. Some people became rich trading good metal tools for gems and ivory to halfling tribes.
| PConcept 6 |
Placeholder for Black Dow's Nimothan; have taken inspiration from your description of both the culture and Khatranir Warrior info and blended Norse and Inuit elements into his concept.
His name literally means "Ice Pick Winter-Orphan" but with some Viking elements to the lettering. If selected he'll run with Tuuq :)
Still musing over to go Unchained Barbarian or Skald (Fated Champion) as the latter seems to fit pretty well with the Khatranir tale of woe.
Can he select Tribal Scars as a 1st Level feat? Would be going with Ice Chasm as again it fits his link to Kha, the Ice Mountain if allowed??
drayen
|
I like the Occult Scientist. Would you allow the Occultist class from the upcoming Occult Adventures book? I really enjoy their use of implements for their psychic magic and they would make sense for an Atlantean who grew up with ancient artifacts lying around the mansion. I would make it using the playtest, but the book comes out in about two weeks and I would update as needed once it does. Seems like a natural fit for the narrative.
| Tree Talker |
| 1 person marked this as a favorite. |
Wondering Monster reporting in. I took some liberties with the backstory. I will adjust it if need be. This is a half-elf Shaman that has never left the safety of his village until now. Should be a lot of fun. I now submit to you: One who Speaks to Trees, and Listens to Owls, of the Green Village Forest people, of the greater Clan Dhari
Also, I intend for him to always introduce himself that way.
NAME: One who Speaks to Trees, and Listens to Owls, of the Green Village Forest people, of the greater Clan Dhari
Shaman 1
Male Half-Elf
LN Medium
Init +4 ; Perception +14; +3 bonus on Sight Based and opposed checks in shadows and darkness - from familiar
Low Light Vision
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+2 dex, +3 Armor,)
HP 10
Fort +1, Ref +2, Will +6 +2 bonus against enchantment
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Tree Limb Ability - Nat attack - +2 1d8 x2
Club +2 1d6 x2
dagger +2 1d4 19-20x2
Ranged
Sling - with rocks - +1 1d4 x2
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
--------------------
Eleven Immunities - Immune to magic sleep; +2 saving throw against enchantment
Spirit - Wood
Spirit Animal
Spirit Magic
Spirit Ability -
Tree Limb - 3/day Swift action, one arm turns into a tree limb, slam attack 1d8 damage
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 13, Int 12, Wis 18, Cha 8
Base Atk +0; CMB +0 (misc mods); CMD +12
Feats:
Weapon Finesse
Skill Focus Perception
Traits[b]
Seeker - +1 perception, and its a class skill
Reactionary - +2 initiative
[b]Skills (X Points - 1 class, 1 race, etc):
Ride +5 (1 rank, 2 dex, -1 armor, 3 class )
Knowledge nature +5 (1 rank, 1 int, 3 class )
Perception +14 (1 rank, 4 wis, 3 Skill Focus, 2 race, 1 trait , 3 class)
Stealth +2 (1 rank, 2 dex, -1 armor)
Survival +8 (1 rank, 4 wis, 3 class)
Languages:
Common
Elven
Sylvan
--------------------
GEAR/POSSESSIONS
--------------------
Money: 82 GP
Backpack
Bedroll
Hemp rope
Wood Armor
Club
Sling
dagger
===================================================
0-Level
Detect Magic
Read Magic
Stabilize
Light
1-Level
Shillelagh
Entangle
Cure Light Wounds
N Tiny animal
Init +3; Senses low-light vision; Perception +10
[b]DEFENSE[b]
AC 16, touch 16, flat-footed 13 (+3 Dex, +2 size, +1 Nat)
hp 5
Fort +2, Ref +5, Will +6
[b]OFFENSE[b]
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +3 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
[b]STATISTICS[b]
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
[b]Skills[b]
Fly +7
Perception +12
Sense Motive +5
Stealth +15
Survival +6
[b]Feats[b]
Alertness
Improved Evasion
[b]Special Abilities[b]
+1 Nat Armor
Share Spells
Emphatic Link
One who Speaks to Trees, and Listens to Owls, of the Green Village Forest people, of the greater Clan Dhari, will be played as if he has never seen the world outside his forest. He is wise and very perceptive, so he knows there are things in the world that he has never seen but, everything is new to him. Like a toddler discovering something for the first time. This will be his take on the world. He is also slightly more intelligent than most of his tribesmen, know much more about nature that most of them. The shaman is also very loyal to a fault to his friends, but also believes in a nature balance.
Dressed in leather clothes with wood armor, he walks along with a club in one hand and an owl on his shoulder.
Ht: 6' 0"
Wt: 190 lbs
Age: 30
Hair: Black
Eyes: Blue
Skin: White
One who Speaks to Trees, and Listens to Owls, of the Green Village Forest people, of the greater Clan Dhari, has never
been away from his forest in his life. This forest is very remote and he has never even saw another type of people other
than the Dhari and Elves. He has spent his life as a Shaman to his tribe. Healing the sick, assisting the elders in
decision making, and many other duties as needed. His name was given to him by tribal elders at the age of 3, as
customary in his tribe. This name was given due to his close bond to nature.
Life was good for a very long time. One day his people began getting sick. Some sort of illness befell his people. One by
one they began to die. He was unable to save them, and soon the whole village was gone. He was all alone. Unable to find
any explanation for this, he decided that this is what the spirits must have need to restore balance to nature.
Soon a decision was made to move along out of his home forest to find other life. He gathered up his belongs and the
total of all tribal gold, as he was the last surviving member of the tribe. After many moon cycles of travel, he found
himself in a village the size of his whole forest. The locals called it Quodeth. He could not believe the amazing things
to be had here. Everything a new wonder to him.
Eltacolibre
|
@drayen: Sure:
OCCULT SCIENTIST
They called you mad, but that just shows how
small-minded your rivals are. You seek answers to the
fundamental mysteries of reality, and you aren’t above
cutting corners or sacrificing test subjects if that’s what it
takes to make a breakthrough.
Skill Bonuses (1st level): You gain a +2 bonus to
Craft (alchemy) checks and all Knowledge skill checks
when you’re speculating on the unknown. Examples
include:
• Knowledge (arcana) checks to learn the source of
the strange magic pulses.
• Knowledge (history) checks to recall which lich’s
tomb you’re currently defiling.
• Knowledge (religion) checks to determine that the
villagers’ nightmares are influenced by the Great
Old One Tsathoggua.
• Knowledge (planes) checks to figure out which of
the appendages on the dead star-thing of Nheb
emits the alluring lights.
Metamagic Action (1st level): You can use a hero
point when you cast a spell (or use a spell-like power
from a magic item or other source) to apply the effect
of the Enlarge Spell or Extend spell metamagic feat to
the spell, without affecting the spell’s level or casting time. You can also use a hero point to apply the effect of a metamagic feat that you know that increases the spell slot by two levels or less. Hero points you spend to perform a metamagic action are not permanently expended, and are regained at the end of the day.
Overcome the Parameters (6th level): You require
less materials to craft mundane or magic items. Reduce
the creation cost of such items by 20%. In addition, you
do not need to know prerequisite spells when craft-
ing magic items, though if such spells require a costly
material component, those components must still be
expended as part of item creation.
Personal Laboratory (10th level): Through either
your own inventions or the largesse of a satisfied patron,
you obtain a small domicile or run-down manor to use
as your laboratory. Consult with your GM to determine
its layout and location; it is sturdy, but made of ordi-
nary materials, and contains appropriate equipment for
alchemical, biological, or otherworldly investigation and
experimentation. You also gain a laboratory assistant
(hunchback optional) who will do your bidding but rarely leaves your laboratory. You can furnish or expand the laboratory as you wish, and under ordinary circumstances, it’s a reasonably safe “home base” for you.
@Wondering Monster: Looking good.
| PConcept 6 |
On a side note - Túúq will be a Unchained Barbarian; figure with shamans and occultists kicking around we've enough spells and such ;)
Will start a build tonight - should be done by the weekend latest.
Apologies for another question - Additional Traits an option for a 1st level feat also? I'd be taking the Ice Reaver narrative (and thus forgoing traits) - would Additional Traits be allowed if character narrative chosen?
Cheers
Eltacolibre
|
| 1 person marked this as a favorite. |
Glad to hear, yeah think it would be a nice change of pace to do some pulp fantasy action and adventures.
Guess in case of if people are wondering a few things:
No metallic/chromatic dragons, there are dragons but they are more like linnorms, No orcs, Beastmen are basically the orcs of the setting.
Equipment restriction:
Restricted Weapons: Axe, orc double; crossbow,
heavy; crossbow, repeating; curve blade, elven; guis-
arme; hammer, gnome hooked; ranseur; rapier; sling
staff, halfling; starknife; urgrosh, dwarven.
Armor: Full plate; half-plate.
Other: Everburning torch; horse, heavy; sunrod;
tanglefoot bag; thunderstone.
New armors:
Light armor:
Fur Mantle ,5 gp, AC+2, Max dex+5, Armor penalty-1, ASF 5%, 10 lbs
Leather cuirass ,50 gp, AC+3, Max dex+6, Armor penalty-2, ASF 15%, 15 lbs
Medium armor:
Mail cuirass ,100 gp, AC+5, Max dex+4, Armor penalty-3, ASF 20%, 25 lbs
Heavy armor:
Scale coat ,250 gp, AC+7, Max dex+0, Armor penalty-6, ASF 40%, 35 lbs
Bronze cuirass ,750 gp, AC+7, Max dex+2, Armor penalty-5, ASF 35%, 40 lbs
| Harakani |
I'm intrigued by the idea of a Deep Dwarven Smith Star-Adept seduced by the ancient sciences of the Great Old Ones. The Wizardry would then be almost incidental. He would dream of crafting the Great Works, and the eternal acclaim that would be his.
Does this sound like it could work?
Not sure how 'heroic' the game is. Conan is pretty grim. Any clues?
| Tenro |
| 1 person marked this as a favorite. |
Howdy Black Dow!
@GM: I am interested in an Atlantean for sure. I always try to play unique/homebrew races when possible.
I am interested in the Star Lore Adept, very interested. That said, could I see some details on Atlantean Noble (just in case)?
Also, regarding class, I saw nothing allowing or barring 3rd Party Publisher classes, so I would like to ask about the possibility of that. Not sure what class I might want to play yet if Atlantean Noble piques my interest, however if I go with Star Lore Adept, i can think of no more perfect class to do it with than Cryptic. It is a class by Dreamscarred Press, a highly-regarded 3rd party publisher. Particularly, I would like to go with the Lost Mind archetype. That archetype isnt on the site, however I can provide you with details via PM (it is in their Psionics Augmented book). Eran Orantul is a profile of mine who is a Lost Mind Cryptic. Sadly, the game he was in ended too quickly. I had a lot of fun playing him and would like to play that class again. I won't be using that alias, and I would be building a new Cryptic from scratch for this game, but that alias will give you the general idea of the flavor of the class.
Eltacolibre
|
| 1 person marked this as a favorite. |
@Harakani: We will be a bit on the heroic side, but yeah its pulp fantasy mostly , where heroes are more concerned about glory and survival.
@Tenro: Due to all the aberrations running around, psionics could be a possibility , but probably refluffed to be rune magic as described in the Ultimate Psionics supplement.
ATLANTEAN NOBLE
You were brought up in a life of privilege and station.
You can trace your lineage to the highborn families of
the Atlantean Empire. Your word is a command, a fact
others can sense in you, and your name is currency in
the city from which you hail.
Skill Bonuses (1st level): You gain a +2 bonus to Di-
plomacy, Knowledge (history), and Knowledge (nobil-
ity) skill checks. As a noble, you were instructed in the
events that shaped your family’s legacy, and learned who
was who in the important houses.
Urgent Command (1st level): On your turn, you
can spend a hero point as a swift action to allow one ally
within 30 feet of you to make a single melee or ranged
attack as an immediate action.
Hero points you spend to perform urgent command
are not permanently expended, and are regained at the
end of the day.
Noble’s Grace (6th level): Your air of nobility and
confidence gives you greater influence over other people
in positions of power. You gain an additional +4 bonus
on skill checks made to interact with nobles and leaders,
out of respect for your family name.
Noble Scion (10th level): You become the official pa-
triarch of your noble house. You are nominated to a seat
of power in your home city, appointed to a ruling body,
or awarded some similar great honor. You gain access to
the wealth of your house and the authority to command
its soldiers, resulting in guards and a high income (see
Followers and Income, under narrative benefits).
| Tenro |
Hmm, that sounds awesome.
Rune magic fits perfectly with the Cryptic, they already have a good amount of that flavor going on already.
Atlantean Noble also sounds awesome, though...
Atlantean Noble mentions followers and income, which sounds like it is bordering on a city-bound game. Would that stuff really matter to us, if we are venturing out of this mercantile hub, possibly not returning?
Eltacolibre
|
Qodeth will give you a base of operation after the first adventure, the income, followers and the likes, you won't need them all the time but sometime, would come in handy from time to time. On top of it, Guards while you are adventuring around, actually will protect your property and wealth for example[Bag of holdings and the likes, will mostly only be found as loot]. After all there are always young adventurers starting or even thieves guild, who will envy your possessions. Income is mostly to have disposable income, sometime, it is just easier to toss money at some people to solve some problems or even get access to something. As buying magic items is relatively rare in that setting, some sells but they are few and far in between, best way is mostly to obtain it as loot.
| DominoMasque |
Still meandering over switching to a spear fighter, would the "Faithful (Sarenrae)" Ranger combat style be available?
Improved Initiative, Mobility, Nimble Moves, and Sidestep. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list.
Still staying as Slayer, but you can pick up Ranger combat style feats with it.
| Tenro |
If i go with Atlantean Noble (which I may, as someone else has expressed interest in Star Lore Adept), how far into the nitty-gritty (counting each coin and such) will i have to get for things like managing house resources?
I dont want to get into detail like that on the level of kingmaker or something, but if i would be playing something of a Noble Scion leaving the city on an expedition with the financial backing of a relatively powerful house bent on ensuring my survival (and bent on the rewards of my travels), then that would be more my cup of tea.
Eltacolibre
|
@Harakani: Yeah basically, which would be a bit strange in the setting, since most work toward improving and expanding their temple influence/religion.
@Tenro: It won't be all the downtime/kingdom building rules, it is mostly add on to give more fun, adventures and opportunities, so it won't be an hassle.